So, now, instead of a project displaying a " " before the actual name, it is now showing " " (3 space characters) afterwards the name ;) (The same goes on the "Output" node)
Another bug: Switching between enabled and not enabled on items is inconsistent. It messed up the enabling and reenabling several times. At least, visually.
@The dialog system, I'm not happy to say that it's abit halted, mainly because of studies, and mainly because of a few issues. I'm starting to look for other options, since I'm perhaps hesitating whether or not .net and XNA is a good idea for the project. But yeah, it's mainly halted due to studies, I'll report back about it further on..
I'd like to report a couple of bugs, or some questions needed answers.
A note at the list: When I say the editor is crashing, it means that I get the crash report window.
1) Warning remains
I closed my project, and the warning I got before when compiling it ("You have unused definitions", if that matters), but the warning remains. Clicking on the warning message results in a crash/crash report.
2) Project and files
When you start the editor, you get the list of all projects. Shouldn't they be listed each as nodes to the Project root/parent?
When you create a new project and open it, there is a space character before the project name. If you try to rename it to remove the spacing, it refuses, saying there already exists a project with that name (which is correct since it does).
When renaming a file without the .galaxy++ ending, the .galaxy++ extension is visually lost in the editor, but the file stays with the extension. Restarting the editor fixes it, but still.
When creating a new project, filling a " " or \n or similar, the editor crashes. (May I suggest you using the Path class in the .net framework to check if a path is valid if you aren't doing already)?
Creating a project name called foo\bar for instance, will create the project bar, in the folder foo. However, when closing the project only foo will appear in the project list (which is empty with the exception of bar).
Creating a project, then removing the default mapscript file which was created, and then create your own files (say A first, then B then C etc) will cause the compiler to output a file called A.galaxy
It's possible to name a file " ". The resulting file is then " .galaxy++". How that was possible, I have no idea, since normally, " "+an extension is not allowed.
3) Folders
Right-clicking on a folder entry, then doing either "new file" or "new folder" creates a folder or file as a node of the clicked folder's parent. It would at least be more convenient if the file/folder was put as a child node to the clicked folder.
Naming a folder " " crashes the editor.
Regards
Mexa
PS: As a suggestion, it would be convenient to have a API browser or similar, as a choice, instead of the map browser toolwindow.
Additionally, perhaps splitting up the bottom panel to have tabs, for instance, one for errors and one for warnings.
Will you remove the ripped material and/or are you going to continue to implicitly take credit for them? I know that you obviously don't care about such things, and neither does others. But you should at least have the courtesy of giving credits, (despite it being intellectual property).
I know the map has been live for a long time, played a dozens, and even got featured by certain Blizzard employees. Still, it's a violation against the ToU (see section 12A and 12D for instance. You give them rights you don't have the authority to give.)
Other than that, sounds like a good idea to boost the modding community of your mod. Good luck! Maybe that will also bring you up towards popularity again, if that's one of your indirect goals :)
Since the other thread regarding the patch is filled with offtopic math discussions and other things, I'd like to post this in a separate thread, where it also can be found more easily.
There are some galaxy API changes, some in which you already may know through the trigger editor GUI or as stated in the patchnotes. But anyway:
// Actor nativeactorscopeActorScopeCreate(stringoptionalCreateWithActorName);//* Changed from being "name" to an "optional" parameter// DialogsnativevoidDialogSetPositionRelativeToUnit(intdialog,unitinUnit,stringinAttachment,intoffsetX,intoffsetY);constintc_triggerControlTypeMovie=13;constintc_triggerControlPropertyDesaturated=37;// boolconstintc_triggerControlPropertyDesaturationColor=38;// colorconstintc_triggerControlEventTypeMouseEnter=6;constintc_triggerControlEventTypeMouseExit=7;// Meleeconstintc_meleeOptionXPGainDisable=4;// ObjectivesnativeintObjectiveCreate(textinName,textinDescription,intinState,boolinPrimary);//* Was called "ObjectiveCreate3" before the patchnativeintObjectiveCreateForPlayers(textinName,textinDescription,intinState,boolinPrimary,playergroupinPlayers);// PlayersnativestringPlayerHandle(intinPlayer);// SoundnativevoidSoundPause(sounds,boolpause);// UnitsnativevoidUnitForceStatusBar(unitinUnit,boolinShow);// Deprecated; use UnitStatusBarOverridenativevoidUnitStatusBarOverride(unitinUnit,intinGroup);nativevoidUnitStatusBarClearOverride(unitinUnit);nativevoidTriggerAddEventUnitLearnProgress(triggert,unitrefu,intstage);nativevoidTriggerAddEventUnitReviveProgress(triggert,unitrefu,intstage);// User InterfacenativevoidUISetAlertTypeVisible(playergroupinPlayers,stringinAlert,boolinVisible);nativevoidUISetButtonFaceHighlighted(playergroupinPlayers,stringface,boolinHighlight);
And that's about it. Thoughts?
(Sorry that it looks messy due to copypaste)
From what I know of it, is that both forwardX/Y and upX/Y works (yaw, pitch), but it's the Z-axis (roll) which is limited. This could either be a bug or a feature they planned to implement but had troubles on the way or simply didn't need it in the end result.
The trouble that they could have had could have been gimbal lock (which is a problem which happends when rotating a model in a third dimensional system, see or http://en.wikipedia.org/wiki/Gimbal_lock in case you don't know ;) )
Since no standard units in the game have rotation around all 3 axes (excluding animation cycles now, since that is another matter) and no standard games have the required need to do so, it might, as told, be a feature they decided to exclude.
But yeah, since the function is there and doesn't work completely, I guess we should call it a bug :)
Judging by the looks of some youtube clips, it seems starcraft 2 can run just fine on a tablet pc. In that sense it sounds like it should be possible to use the editor for it too. It might just be as clumpsy though, what was the direct aim of usage?
Isn't that a very ignorant way of seeing it? If you're a developer, you're not just going to ignore certain resolutions if you want to reach out to as many people as possible. In particular since this is even a map/mod in a game that directly supports resolutions down to 5:4 ratio. If you however, don't care about publicity and popularity (or have a such less demanding interface that it never messes up), then I guess it's not a big deal.
But yeah, for the interface specifically, I'd go for an aspect ratio of 5:4 (which the only one seems to be 1280x1024, unless you run in a windowed mode. For a dialog interface to be 100% of it's original size, the resolution would be set to 1600x1280)
@Myself though, I run with 2 display monitors, one being 1920x1080 and the other being 1680x1050. Which one I play at differs on the occasion.
Edit: if you want some insight of resolutions there's a steam hardware survey collected here since April 2011
http://en.wikipedia.org/wiki/Display_resolution#Computer_Monitors
It do give the results that about 13% of the test subjects still have a 1280x1024 as display settings.
Incase nobody have done this just yet, I checked with source control to see if there are any new natives for this new patch. And I found this:
/* Players */nativeboolPlayerHasLicense(intinPlayer,intinLicense);// Player Licensesconstintc_playerLicenseLibertyFull=162;/* Units */nativeboolUnitCanAttackTarget(unitinUnit,unitinTarget);/* Unitgroups */nativepointUnitGroupCenterOfGroup(unitgroupg);nativeunitUnitGroupClosestToPoint(unitgroupg,pointp);nativevoidUnitGroupAddUnitGroup(unitgroupinGroup,unitgroupaddUnitGroup);nativevoidUnitGroupRemoveUnitGroup(unitgroupinGroup,unitgroupremoveUnitGroup);/* UI */// Links to nydus web pagesconstintc_nydusLinkBreakingNews=0;constintc_nydusLinkAccountManagement=1;constintc_nydusLinkAccountPurchase=2;constintc_nydusLinkAccountTrialUpgrade=3;constintc_nydusLinkAccountNew=4;constintc_nydusLinkAccountTrial=5;constintc_nydusLinkSecurityPassword=6;constintc_nydusLinkForum=7;constintc_nydusLinkCommunity=8;constintc_nydusLinkFeedHomepage=9;constintc_nydusLinkFeedCommunity=10;constintc_nydusLinkStore=11;constintc_nydusLinkSecurityHelp=12;constintc_nydusLinkSupport=13;constintc_nydusLinkOnlineGuide=14;constintc_nydusLinkCopyright=15;nativevoidUILaunchNydusLink(playergroupinPlayers,intinNydusLink);
if you like chiptunes :)
Other than that I have no precise favorite of artists or songs or so. I mainly handle it allaround, but been more into blipblop and music on 8bc recently.
About the dialog sizes, the thing there is that dialogs have a different width and height based on the aspect ratios of the resolution specified in game.
The right man on the subject would be desiderius1, as he found out after some research. He also made a "getResolution" library (which is perhaps not the best one, yet the only way at the moment to figrue out so that dialogs are kept at a constant proportion relatively the game window) which proves a tech of how it can be figured out.
"I didn't discover the exploit but I did manage to make my own and it appears the crash hack is patched in v1.3.3, that's why this guy probably abused it like he did to reach grand master because it's now useless. It was fun for the short time I had it, I reached Masters in all divisions with like 70%+ win ratio's. As far as I know the hack was at least around since v1.3.1 which is where I got a replay and crash log of it being used."
Any trouble in finding free music? There's plenty of them which would suit alot of maps out there.
My general opinion is that if you can't make something without it being a violation against the sc2 ToA, or ripping assets from other games (music, models, resources for instance) and such... I'd say too bad. But that is just me, and I guess alot of other people think differently on that subject.
The exception seem to be assets from other Blizzard games as it looks to it that it is more ok by Blizzard. And also, just because people at the company blunder for what you put in the map doesn't necessarily mean they are okay with it.
Like said before, Unity3d is a good way to get started. The coding is abit different in the terms of how it is used together with unity gameobjects and such and could be considered more of scripting, as you don't essentially need to start from the ground up. (Language supported, C#, javascript and Boo)
Unity3d is a powerful editor and an engine too. It's also what you see is what you get, with lots of assistance of already existing features. The documentation and reference manual is all there, on their webpage soon, along with plenty of examples like making a decently realistic cargame, platformer and fps.
The license is free for windows and mac, and unity web player. For iphone, android, wii, ps3 and xbox360 it requires additional licenses :)
You can alter any library officially given by Blizzard. All in all you just need to export the library and then include it to your script, and the read-only mode will be gone.
0
@SBeier: Go
So, now, instead of a project displaying a " " before the actual name, it is now showing
" "
(3 space characters) afterwards the name ;) (The same goes on the "Output" node)Another bug: Switching between enabled and not enabled on items is inconsistent. It messed up the enabling and reenabling several times. At least, visually.
@The dialog system, I'm not happy to say that it's abit halted, mainly because of studies, and mainly because of a few issues. I'm starting to look for other options, since I'm perhaps hesitating whether or not .net and XNA is a good idea for the project. But yeah, it's mainly halted due to studies, I'll report back about it further on..
0
I'd like to report a couple of bugs, or some questions needed answers. A note at the list: When I say the editor is crashing, it means that I get the crash report window.
1) Warning remains I closed my project, and the warning I got before when compiling it ("You have unused definitions", if that matters), but the warning remains. Clicking on the warning message results in a crash/crash report.
2) Project and files
++
ending, the .galaxy++
extension is visually lost in the editor, but the file stays with the extension. Restarting the editor fixes it, but still.++
". How that was possible, I have no idea, since normally, " "+an extension is not allowed.3) Folders
Regards Mexa
PS: As a suggestion, it would be convenient to have a API browser or similar, as a choice, instead of the map browser toolwindow. Additionally, perhaps splitting up the bottom panel to have tabs, for instance, one for errors and one for warnings.
0
Will you remove the ripped material and/or are you going to continue to implicitly take credit for them? I know that you obviously don't care about such things, and neither does others. But you should at least have the courtesy of giving credits, (despite it being intellectual property). I know the map has been live for a long time, played a dozens, and even got featured by certain Blizzard employees. Still, it's a violation against the ToU (see section 12A and 12D for instance. You give them rights you don't have the authority to give.)
Other than that, sounds like a good idea to boost the modding community of your mod. Good luck! Maybe that will also bring you up towards popularity again, if that's one of your indirect goals :)
0
Since the other thread regarding the patch is filled with offtopic math discussions and other things, I'd like to post this in a separate thread, where it also can be found more easily.
There are some galaxy API changes, some in which you already may know through the trigger editor GUI or as stated in the patchnotes. But anyway:
And that's about it. Thoughts? (Sorry that it looks messy due to copypaste)
0
From what I know of it, is that both forwardX/Y and upX/Y works (yaw, pitch), but it's the Z-axis (roll) which is limited. This could either be a bug or a feature they planned to implement but had troubles on the way or simply didn't need it in the end result.
The trouble that they could have had could have been gimbal lock (which is a problem which happends when rotating a model in a third dimensional system, see or http://en.wikipedia.org/wiki/Gimbal_lock in case you don't know ;) )
Since no standard units in the game have rotation around all 3 axes (excluding animation cycles now, since that is another matter) and no standard games have the required need to do so, it might, as told, be a feature they decided to exclude.
But yeah, since the function is there and doesn't work completely, I guess we should call it a bug :)
0
@Molsterr: Go
@Tomura: Go
My bad folks, I misread.
Judging by the looks of some youtube clips, it seems starcraft 2 can run just fine on a tablet pc. In that sense it sounds like it should be possible to use the editor for it too. It might just be as clumpsy though, what was the direct aim of usage?
0
To answer the initial question, yes you can use a tablet for the editor. How the limitations of it are though, I have no idea.
At least the 'preferences' suggests it has support:P
0
@TacoManStan: Go
Isn't that a very ignorant way of seeing it? If you're a developer, you're not just going to ignore certain resolutions if you want to reach out to as many people as possible. In particular since this is even a map/mod in a game that directly supports resolutions down to 5:4 ratio. If you however, don't care about publicity and popularity (or have a such less demanding interface that it never messes up), then I guess it's not a big deal.
But yeah, for the interface specifically, I'd go for an aspect ratio of 5:4 (which the only one seems to be 1280x1024, unless you run in a windowed mode. For a dialog interface to be 100% of it's original size, the resolution would be set to 1600x1280)
@Myself though, I run with 2 display monitors, one being 1920x1080 and the other being 1680x1050. Which one I play at differs on the occasion.
Edit: if you want some insight of resolutions there's a steam hardware survey collected here since April 2011 http://en.wikipedia.org/wiki/Display_resolution#Computer_Monitors It do give the results that about 13% of the test subjects still have a 1280x1024 as display settings.
0
Incase nobody have done this just yet, I checked with source control to see if there are any new natives for this new patch. And I found this:
Reflect?
0
http://www.shoutcast.com/shoutcast_popup_player?station_id=664978&play_status=1&stn=Chipmode
if you like chiptunes :) Other than that I have no precise favorite of artists or songs or so. I mainly handle it allaround, but been more into blipblop and music on 8bc recently.
0
About the dialog sizes, the thing there is that dialogs have a different width and height based on the aspect ratios of the resolution specified in game.
The right man on the subject would be desiderius1, as he found out after some research. He also made a "getResolution" library (which is perhaps not the best one, yet the only way at the moment to figrue out so that dialogs are kept at a constant proportion relatively the game window) which proves a tech of how it can be figured out.
http://forums.sc2mapster.com/development/triggers/16341-what-is-the-foruma-for-finding-ui-coordinates/#p3 http://forums.sc2mapster.com/resources/trigger-libraries/17101-library-get-resolution/
0
"I didn't discover the exploit but I did manage to make my own and it appears the crash hack is patched in v1.3.3, that's why this guy probably abused it like he did to reach grand master because it's now useless. It was fun for the short time I had it, I reached Masters in all divisions with like 70%+ win ratio's. As far as I know the hack was at least around since v1.3.1 which is where I got a replay and crash log of it being used."
So hopefully we don't have to worryabout that.
0
Any trouble in finding free music? There's plenty of them which would suit alot of maps out there.
My general opinion is that if you can't make something without it being a violation against the sc2 ToA, or ripping assets from other games (music, models, resources for instance) and such... I'd say too bad. But that is just me, and I guess alot of other people think differently on that subject.
The exception seem to be assets from other Blizzard games as it looks to it that it is more ok by Blizzard. And also, just because people at the company blunder for what you put in the map doesn't necessarily mean they are okay with it.
0
Like said before, Unity3d is a good way to get started. The coding is abit different in the terms of how it is used together with unity gameobjects and such and could be considered more of scripting, as you don't essentially need to start from the ground up. (Language supported, C#, javascript and Boo)
Unity3d is a powerful editor and an engine too. It's also what you see is what you get, with lots of assistance of already existing features. The documentation and reference manual is all there, on their webpage soon, along with plenty of examples like making a decently realistic cargame, platformer and fps.
The license is free for windows and mac, and unity web player. For iphone, android, wii, ps3 and xbox360 it requires additional licenses :)
0
@Kueken531:
You can alter any library officially given by Blizzard. All in all you just need to export the library and then include it to your script, and the read-only mode will be gone.